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LocateSoldier() & HandleMercLeavingEquipmentInDrassen() & HandleMercLeavingEquipmentInOmerta()
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@@ -1625,7 +1625,7 @@ void HandleLeavingOfEquipmentInCurrentSector( SoldierID uiMercId )
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void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId )
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void HandleMercLeavingEquipmentInOmerta( SoldierID uiMercId )
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{
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{
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INT32 iSlotIndex = 0;
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INT32 iSlotIndex = 0;
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@@ -1643,7 +1643,7 @@ void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId )
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}
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}
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void HandleMercLeavingEquipmentInDrassen( UINT32 uiMercId )
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void HandleMercLeavingEquipmentInDrassen( SoldierID uiMercId )
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{
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{
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INT32 iSlotIndex = 0;
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INT32 iSlotIndex = 0;
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@@ -1856,7 +1856,7 @@ INT32 FindFreeSlotInLeaveList( void )
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}
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}
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INT32 SetUpDropItemListForMerc( UINT32 uiMercId )
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INT32 SetUpDropItemListForMerc( SoldierID uiMercId )
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{
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{
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// will set up a drop list for this grunt, remove items from inventory, and profile
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// will set up a drop list for this grunt, remove items from inventory, and profile
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INT32 iSlotIndex = -1;
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INT32 iSlotIndex = -1;
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@@ -1867,27 +1867,27 @@ INT32 SetUpDropItemListForMerc( UINT32 uiMercId )
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return( -1 );
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return( -1 );
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}
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}
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UINT32 invsize = Menptr[ uiMercId ].inv.size();
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UINT32 invsize = uiMercId->inv.size();
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for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
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for( UINT32 iCounter = 0; iCounter < invsize; ++iCounter )
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{
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{
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// slot found,
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// slot found,
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// check if actual item
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// check if actual item
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if( Menptr[ uiMercId ].inv[ iCounter ].exists() == true )
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if( uiMercId->inv[ iCounter ].exists() == true )
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{
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{
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// make a linked list of the items left behind, with the ptr to its head in this free slot
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// make a linked list of the items left behind, with the ptr to its head in this free slot
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AddItemToLeaveIndex( &( Menptr[ uiMercId ].inv[ iCounter ] ), iSlotIndex );
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AddItemToLeaveIndex( &( uiMercId->inv[ iCounter ] ), iSlotIndex );
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// store owner's profile id for the items added to this leave slot index
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// store owner's profile id for the items added to this leave slot index
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SetUpMercAboutToLeaveEquipment( Menptr[ uiMercId ].ubProfile, iSlotIndex );
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SetUpMercAboutToLeaveEquipment( uiMercId->ubProfile, iSlotIndex );
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}
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}
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}
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}
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// ATE: Added this to drop keyring keys - the 2nd last paramter says to add it to a leave list...
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// ATE: Added this to drop keyring keys - the 2nd last paramter says to add it to a leave list...
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// the gridno, level and visiblity are ignored
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// the gridno, level and visiblity are ignored
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DropKeysInKeyRing( MercPtrs[ uiMercId ], NOWHERE, 0, 0, TRUE, iSlotIndex, FALSE );
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DropKeysInKeyRing( uiMercId, NOWHERE, 0, 0, TRUE, iSlotIndex, FALSE );
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// zero out profiles
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// zero out profiles
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gMercProfiles[ Menptr[ uiMercId ].ubProfile ].clearInventory();
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gMercProfiles[ uiMercId->ubProfile ].clearInventory();
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return( iSlotIndex );
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return( iSlotIndex );
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}
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}
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@@ -516,8 +516,8 @@ void GetMoraleString( SOLDIERTYPE *pSoldier, STR16 sString );
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void HandleLeavingOfEquipmentInCurrentSector( SoldierID uiMercId );
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void HandleLeavingOfEquipmentInCurrentSector( SoldierID uiMercId );
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// set up a linked list of items being dropped and post an event to later drop them
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// set up a linked list of items being dropped and post an event to later drop them
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void HandleMercLeavingEquipmentInDrassen( UINT32 uiMercId );
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void HandleMercLeavingEquipmentInDrassen( SoldierID uiMercId );
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void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId );
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void HandleMercLeavingEquipmentInOmerta( SoldierID uiMercId );
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// actually drop the stored list of items
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// actually drop the stored list of items
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void HandleEquipmentLeftInOmerta( UINT32 uiSlotIndex );
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void HandleEquipmentLeftInOmerta( UINT32 uiSlotIndex );
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@@ -537,7 +537,7 @@ void FreeLeaveListSlot( UINT32 uiSlotIndex );
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INT32 FindFreeSlotInLeaveList( void );
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INT32 FindFreeSlotInLeaveList( void );
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// set up drop list
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// set up drop list
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INT32 SetUpDropItemListForMerc( UINT32 uiMercId );
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INT32 SetUpDropItemListForMerc( SoldierID uiMercId );
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// store owner's profile id for the items added to this leave slot index
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// store owner's profile id for the items added to this leave slot index
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void SetUpMercAboutToLeaveEquipment( UINT32 ubProfileId, UINT32 uiSlotIndex );
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void SetUpMercAboutToLeaveEquipment( UINT32 ubProfileId, UINT32 uiSlotIndex );
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@@ -3488,7 +3488,7 @@ BOOLEAN ResetAllAnimationCache( )
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void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
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void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator)
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{
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{
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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INT16 sNewCenterWorldX, sNewCenterWorldY;
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INT16 sNewCenterWorldX, sNewCenterWorldY;
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@@ -3501,7 +3501,7 @@ void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
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if (!SoldierOnScreen(usID) || fSetLocator == 10 )
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if (!SoldierOnScreen(usID) || fSetLocator == 10 )
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{
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{
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// Get pointer of soldier
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// Get pointer of soldier
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pSoldier = MercPtrs[ usID ];
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pSoldier = usID;
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// Center on guy
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// Center on guy
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sNewCenterWorldX = (INT16)pSoldier->dXPos;
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sNewCenterWorldX = (INT16)pSoldier->dXPos;
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+1
-1
@@ -231,7 +231,7 @@ void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceRese
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void RevealAllDroppedEnemyItems();
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void RevealAllDroppedEnemyItems();
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void LocateGridNo( INT32 sGridNo );
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void LocateGridNo( INT32 sGridNo );
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void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
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void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator);
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void BeginTeamTurn( UINT8 ubTeam );
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void BeginTeamTurn( UINT8 ubTeam );
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void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
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void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
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